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WORLD WAR TWO EUROPA V.1.1 (TWEAKED)
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IMPORTANT INFO:
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*THIS SCENARIO IS DESIGNED TO BE PLAYED AS THE ALLIES. THE OTHER NATIONS HAVE NO TECH-TREE 
AND MAY BE VERY EASY WITH THE EXCEPTIONS OF SPAIN, TURKEY AND FINLAND.

*PLAY AT DEITY LEVEL. THE TAX/SCIENCE RATE IS INTENDED TO BE HARD TO MAKE TRANS-ATLANTIC
TRADE A NESECITY. THEREFORE THE BATTLE OF THE ATLANTIC IS VITAL FOR ALLIES SURVIVAL. KEEP
THOSE CONVOYS GOING FROM USA - BRITAIN!!!

*WHEN PROMPTED BY TEXT EVENT TO SWAP RULES GRAPHICS THEN FOLLOW THIS SIMPLE PROCESS:
-SAVE GAME. 
-GO TO WWIIEUROPA SCENARIO FOLDER AND CUT THE CURRENT UNITS GIF AND RULES FILE AND PASTE THEM 
 INTO THE EMPTY DATE FOLDER (IE. WINTER 1941 FOR THE FIRST CHANGE)
-GO TO THE NEXT DATE FOLDER (IE. SUMMER 1942) AND COPY THE UNITS GIF. AND RULES FILE.
-PASTE THESE INTO THE MAIN FOLDER IN PLACE OF THE ONES YOU JUST CUT.

THIS PROCESS WAS SIMPLE FOR ME TO USE WHEN MAKING THE GAME AND IS EASY TO DO WHEN PLAYING IT.
I AM LEARNING BATCH FILES AND DELEVENT AND MAY REVISE THIS IN VERSION 2. 

*THE DATES TEXT FILE INCLUDED IT TO HELP THE PLAYER KEEP TRACK OF WHERE THEY ARE IN THE GAME.
IT CAN ALSO BE USED TO MAKE PLANS AND NOTE BATTLES (IF YOU LIKE TO LOOK BACK AT YOUR ALTERNATIVE
HISTORY). I USED THE TURN NUMBER SYSTEM TO MAKE THE GAME LONGER. IT ALSO HELPED ME WHEN PLANNING
EVENTS. 

*GOLD PATCHES ARE REQUIRED. THE GAME WAS DESIGNED USING MULTIPLAYER EDITION OF CIVII WITH GOLD
PATCHES APPLIED. 

*MOST ANOMOLIES IN THE GAME HAVE BEEN NOTED BUT TIME WAS A FACTOR IN ITS RELEASE SO I HAVE 
IGNORED THEM AND WILL SORT THEM OUT IN VERSION 2. 

*THE TECH TREE IS BASIC AND DESIGNED FOR ALLIES ONLY. AGAIN THIS WAS A TIME FACTOR (I WANTED A 
PLAYABLE VERSION FINISHED BEFORE I RAN OUT OF STEAM!) AND WILL BE EXPANDED IN VERSION 2.

*BEWARE SAILING TOO CLOSE TO THE MINOR NATIONS SHORES WITH LARGE INVASION FORCES. THE AI DOES
NOT GRASP YOUR MASTERPLAN TO SMITE THE AXIS AND WILL MOST PROBABLY START SINKING YOUR TRANSPORTS!

*MOST OF THE UNIT GRAPHICS ARE BY FAIRLINE, CATFISH OR NEMO. IF ANY THAT ARE INCORRECTLY CREDITED 
THEN I WOULD LIKE TO APPOLOGISE TO THE CREATOR AND THANK THEM FOR THEIR CONTRIBUTION.
ALSO MANY OF THE IDEAS USED IN THIS SCENARIO ARE ONES BORROWED FROM OTHER DESIGNERS, WITHOUT
YOUR PIONEERING WORK I WOULD HAVE NEITHER THE INSIGHT OR THE MOTIVATION TO HAVE MADE THIS! THANKS.

OTHER (LESS ESSENTIAL) INFO:
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- Winter rules mean the road movement multiplier is halved to represent mud and snow!

- The Keys to success are: PLANNING AHEAD (The dates file can be useful for this, an 
                           operation like Torch can tage many months to organize 
                           and execute so plan ahead!)

                           PRESERVATION OF FORCES (Patrol but end back in base,
                           do not throw away troops with no purpose, build reserves)

                           TRADE and the BATTLE OF THE ATLANTIC (As the allies economy 
                           is running at a defecit it is vital to keep up a regular flow 
                           of trade across the Atlantic and guard it from U-Boat wolfpacks.
                           Aircover (stacking units under an aircraft) and Battleship 
                           escorts can help to keep the shiplanes open)

- Keep an eye on the attitude of the minor nations. Try to avoid sailing large invasion
  Armadas too close to their shores else you may get a nasty surprise. Beware of trechery!                          

TACTICAL NOTES:

UNITS THAT IGNORE ZOC CAN BE USED TO HELP NORMAL UNITS TO INFILTRATE PAST ENEMY UNITS/FORTS
AS YOU CAN MOVE YOUR UNITS INTO A SQUARE THAT ALREADY CONTAINS ON OF YOUR UNITS.

AIR COVER PROTECTS UNITS AGAINST GROUND ATTACK BUT NOT AIR ATTACK.

SIEGES CAN BE CONDUCTED BY OCCUPYING THE ENEMYS SHIELD PRODUCING SQUARES. IF YOU CREATE A 
SHORTFALL THEN YOUR ENEMY CANNOT SUPPORT ALL ITS UNITS AND SOME WILL BE DISBANDED


PURE WAFFLE. ONLY READ THIS IF YOU ARE BORED AND HAVE A SPARE 5 MINS!
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    CONTENTS
1.  Concept
2.  Graphics changes 
3.  Battle of Atlantic and Trade
4.  Technology
5.  Turns and Dates
6.  Rules
7.  Victory
8.  Credits
9.  Coming soon
10. Tips

1. CONCEPT
I'm not quite sure why I built this scenario but I have had a lot of fun doing it. So far 
only a couple of friends have played it but if there is anyone out there still playing CivII
I hope you enjoy it. Please feel free to e-mail me any ideas or let me know about any glitches 
as I plan on improving it anyway. 

The nation intended for use is the Allies. In future versions I may make other nations more 
interesting to play as. I suppose you could play as the others but I'm not sure how good it 
would be. I have not tried playing as the others yet so I may be wrong.

One of the good things about a WWII scenario is the 'What If?' factor. Could Turkey or Spain 
join the war. Could Rommel take the Suez. What if Stalingrad had fallen. What would be the 
outcome of an Allied invasion of Greece or Norway. This time it is up to you. 

2. GRAPHICS CHANGES
There are five seperate unit graphics files to represent the progression ov equipment throughout 
the war. When prompted please follow the instructions. If you miss them on the screen they are
repeated below. The change over is quite straight forward. You can change the graphics over at 
any time realy, nothing can realy go wrong! I have thought about an event text prompt telling 
player to swap over terrain gif to winter and then back to summer. This would look cool, also if
it is possible to change over the rules file while in the same way you do the graphics then it 
would be possible to reduce mobility in the winter etc. I have a feeling that it is not possible
though. Please lett me know if it is possible as I would incorporate it in next version.

Graphics change instructions: (Example from May 1942 prompt)
- Save game as May1942
- Open up WWII scenario folder
- Drag UNITS and RULES files into 1941 folder
- Open 1942 folder and cut the UNIT and RULES files
- Go back to main part of WWIIEXP folder
- Paste UNIT and RULES files into main folder (Replaces 1941 UNITS and RULES)
- Reload May1942 saved game and away you go!

3. BATTLE OF THE ATLANTIC AND TRADE
To represent the vital importance of the sea war I decided to make trading an economic necessity
to the allies. If the trade convoys do not get through then there is a shortfall in the allied
economy. Also the science rate will be slowed down. As well as the need to trade there is also
the need to  transport tanks and troops to Britain and North Africa. Every allied freighter lost
incurs a -150 gold penalty!
To make it a challenge I decided to help out the Germans with a few maritime wonders and some
events to create U-Boats in the Atlantic ports. This makes the capuure of Brest, Nantes, Bordeaux
etc vitally important once the allies land in France. The allies most potent weapons against the 
U-Boats are the Destroyer and the Maritime Bomber (can only attack naval targets).

4. TECHNOLOGY
The part played by technology in this scenario is not one of its strong points. The allied tree 
is pretty much a stright line and the goals are really only the Jet and the Manhattan Project
which is a bit pointless at the moment as I have not left a space for the A-Bomb. I may remedy
this in the next version by sacrificing one of the other units. As there were no Atom bombs 
used in Europe this is not such a drawback but it would be interesting in as US-Soviet conflict.

The Germans techs (Jets and Missiles) are granted to them by events at a historically suitable
point. Again I may work on this in the next version.

5. TURNS AND DATES
To allow for a longer game I decided to work by turns instead of years or months. Each turn is 
about a week. Four turns make a month. Every three months there is a reminder of where you are 
up to. The actual game is 200 turns long but you can play on afterwards (good if you want a pop 
at the Russians!).

6. RULES
The house rules are of course optional (I am not a dictator!?) but would make the game more
realistic:
a) Do not use American military forces (Ie. Ships/Planes that have a US home city) until the 
message appears saying the US and Germany are at war. You can use US freighters to transport 
US troops to Britain (to represent arms shipments) and British ships can dock at US ports.
b) I haven't thought of a b) yet but I'm sure it will come to me!

7. VICTORY
Certain cities are set as objectives, wonders also count as objectives. 

To win a decisive victory you need to capture all the cities taken historically by the allies 
plus Berlin, Prague, Wien, Warsaw, Konigsburg and Belgrade or equivilent cities to get 70 points.

To win a marginal victory you just need to repeat history, which is good enough but means the 
Soviets will probably control Eastern Europe (Britain did declare war over Poland!) 60 Points.

A marginal defeat would mean that you capture all of the german gains in Western Europe and 
Africa and also take Italy but Germany itself remains unoccupied. 50 Points.

Desicive defeat would mean you only managed top hold onto your own possessions. 30 Points.
 
8. CREDITS
Firstly I would like to appologise for not having a proper list of the people whose graphics
I have borrowed. When I started the project I just had a huge compilation of graphics to draw 
on but no record of who created them. To go back and find out would take some time and right 
now I am more concerned with finishing the scenario to a playable level before my motivation
levels drop again. 
So thank you very much for those graphics creators. I really admire your work, they bring the 
scenario to life, I just wish I had the talent to replicate them.

I would also like to give credit to the scenario creators who inspired me. In particuar the 
original WWII scenario built into the game. This was a simple yet compelling scenario and I
often think back to my enjoyment playing it when I am working on my slightly larger version.

Other supurb scenarios include Imperialism 1870, I played as the Japanese and the neseccity
of trade and naval power for that island nation inspired me to create a WWII scenario played
as the allies who are in a similar boat (pardon the pun).

Wars of the Mediterranian was another excellent game, I particularly enjoyed the authentic
feel of the map and the struggle to establish the Romans as a power after starting almost
from scratch, this reminded me more of the original pre scenario game which I also love.

Hellas was a particularly good game. After modifying the unit graphics (I used a lot of units 
from Wars of the Mediterranian) and terrain to make it more farmiliar and easier to understand
I found it to be a real challenge. I played as the Corinthians and had to build a far flung 
trade empire to survive and prosper. The nacessity to protect my trade convoys and colonies
is another inspiration in my WWII scenario.

There are many other fine games but these four are my main inspirations.

9. COMING SOON?
In the pipeline are several almost completed scenarios, some of which have been on the go for
years. These include:

- Vietnam 1965-1975 - Very close to completion. Large, accurate map of the South of Vietnam, 
Cambodia and Laos. Playable as the Americans. The enemy is the NVA/VC who rule the countryside,
jungles and highlands. They also have bases in Cambodia and Laos that the US cannot reach. 
Their main advanteges are cheep crosscountry troops that are able to strike almost anywhere in
South Vietnam. This is allowed by the Ho Chi Minh trail, an invisible railway network (obviously
the computer knows it is there, the US player cannot see it) that links bases in Cambodia etc to 
infiltration routes on the border. The US cannot send troops across the boarder as there are 
neutral border posts every few spaces which the US have to respect (respects zoc), the VC have
no such restrictions. As there is a lot of jungle and hills the US will rely on their helicopters
(air settlers) to set up landing zones/firebases (airbases) and build fortifications deep in the
jungle. The US airborne infantry can then be droped into areas and flown back out (paradropped 
from lz/airfield). Other nations include South Vietnamese/ARVN, Republic of Korea (Cam Rahn bay 
etc), Cambodia, Laos and Thailand.

- Balkans 1900-1922 - Very close to completion. Large ap of the balkans, playable as the Greeks,
Serbs, Bulgars, Ottomans, Austro-Hungarians, Rumanians or the Allies (Italy/France/UK/Russia).
The idea is to pick the Greeks, Serbs or Bulgars and fight it out with each other to take over 
the Ottomans european territory and the great cities of Salonika, Edirne and Constantinople.
The possibility for alliences, trechary and conquest as in the Balkans Wars of 1912-13 is an
interesting prospect. Also WWI can create some interesting events (Gallipoli and Salonika etc)

Other ideas:
- Medieval Mediterranian (Venice, Ottomans, Genoa, Knights of Rhodes/Malta etc)
- WWI Western Front (I have done some experiments with trenches, no mans land etc), looks
possible.
- Spainish Civil War
- Turkish War of Indipendence
- Korean War
- Russo-Japanese War of 1905

Whether any of these ever get completed I do not know. I will most probably have a bash at all 
of them at some point as I love the creative process, its just finishing them off that is hard.

10. TIPS
Big scenarios can be a but overwhelming to begin with. What are you supposed to do, what to build 
etc. I have made the first turn one for looking at your forces and the situation. This would be
a good time to make some strategy decisions and do some planning. Things to consider:
What do I need to fight Battle of Atlantic/Protect convoys?
What are my objectives in North Africa?
How long would it take to build up an invasion force (ie. North Africa) and how long will it take
to get there safely?
How much trade do I need to do to keep the economy afloat?
How soon will my money run out if I do not trade?

If you are not sure what to do with a unit then try to keep it out of trouble as preservation is
very important to the allies early on. Try using units to patrol and have them safely back in 
port or at the airfield at the end of every turn.
Remember the value of air cover!
